Eyes in the back of your head (don’t grant combat advantage from being flanked)

ACTION POINT: Any effect that daze, restrain, slow, or immobilize you end.

AT WILL

Crane’s Wings: DEX VS Fort (+24) DMG: 1d10+7 + push target 2 square

Movement technique: You make an athletic check to jump with +5. You are considered to have a running start, and the distance of the jump isn’t limited by your speed.

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Dancing cobra: DEX VS REF (+24) DMG: 1d10+7. If the target has made an opportunity attack against you during this turn, the target take +6 dmg.

Movement technique: You move your speed +2

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Spider Technique: You climb your speed. During the movement, you can move across overhanging surfaces, like ceilings, but you fall if you end you turn on sich a surface.

Drunken Monkey: DEX VS Will (+24) DMG: 1d8+7 + slide target 1 square. The target then make a melee basic attack as a free action against one enemy of your choice. The target gain +6 to attack roll.

Movement technique: You move your speed +2. during this movement, you ignore difficult terrain and gain +6 to all defense against opportunity attack.

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Enduring champion: DEX VS FOR (+24) DMG: 2d10+7 + You can make a saving throw against one effect that a save can end, with +6. Iy you save, the effect end and the target take 6 dmg.

Movement technique: You move your speed +2. Each time you are attacked during this movement, you gain +1 bonus to speed until the end of your next turn.

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Trace Chance: Standard, ranged 5, one creature, you gain +2 bonus to the attack roll of the next at-will melee attack you make against the target before the end of your next turn. If that attack hits, it is automatically a critical hit.

Iron mind: Imm inter. Trigger: you are hit by an attack. Effect: +2 all defense until the end of your next turn.

Second wind: +29HP +2 all defense until the start of you next turn.

DAILY

Spinning Leopard Maneuver: Effect: you shift your speed and can make the following attack once against each enemy that you move adjacent to during the shift. DEX VS REF (+24) 3d8+7 Miss: Half dmg

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Dancer of the sea battle: effect: you shift your speed and can make the following attack once against each enemy you move adjacent to during the shift. DEX VS FOR (+24) DMG: 3d10+7 and knock prone Miss: half dmg

Spécial: Une fois par round, when you hit during your turn, +8 dmg against 1 or 2 creature and slide target 1 square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.

Master of winds stance: Minor: Effect: Une til the stance ends, when you are pulled, pushed, or slide by an enemy, you can use a free action at the end of the forced movement to shift the same number of squares that you were moved.

Centered Defense: Minor: effect: Until the stance ends, you gain a +2 power bonus to all defenses.

Items spécial

Phylactery of action: Encounter: Reroll a saving throw against any effect on you that applies one or more of these condition: dazed, immobilized, petrified, restrained, or stunned.

Ring of ramming: when you push a target, you increase the distance by 1 square. Daily, Force: STD. Make an attack: ranged 10, +24 VS FOR; on a hit, the target take 3s10 force dmg and is pushed 2 square. If you’ve reach at least 1 milestone today, a hit deals 5d10 force dmg and push 4 squares.